UT Pre-Alpha Build 28.03.17 Changelog

Major Changes

Coop vs AI FlagRun available via QuickMatch or hubs.
Weapon animation overhaul.
Movement updates to wall running, acceleration, and dodge landing.
Weapon balance changes, particularly to Flak Cannon.
New Siege PVE prototype game mode available as hub ruleset.
New and updated Single Player Challenges.
Significant improvements to hitscan registration in network games.
Improvements to FlagRun game mode and significant updates to FR-Fort and FR-Loh.
Improvements to warm up and waiting for matches.
Simple UI for joining LAN games.

Movement

Can wall run farther on vertical walls.
Adjusted how we prevent wall dodgers from air controlling back to the same wall.
Reduced player acceleration post initial fast acceleration from 4000->3200.
No longer almost stop player on dodge landing.
Reduced acceleration right after dodge landing.
Lowered default mouse sensitivity to 5. UI uses same sensitivity scale (multiplied by 10) as game.
Adjusted mouse acceleration endpoints.

In Game Menu and Interactive Scoreboard

Moved the “Start Match” and “Change Teams” buttons to the bottom center of the interactive scoreboard.
New version of post match summary showing awards and XP progress.
Esc switches to interactive scoreboard when displaying post match summary.
Split kills and deathblows on the Showdown scoreboard.

HUD

Outline dropped flag when in view. Don’t draw separate flag icon in FlagRun, instead circle around flag/FC.
In world flag beacon overhaul.
Fixed HUD win message scaling.
Adjusted order of rendering for HUD widgets, so can see ammo when zoomed overlay is up.
In FlagRun, Redeemer beacon pulses when player is in the spawn room.
Fixed showing multiple empty slots in a weapon group on weapon bar.
Don’t allow weapon bar or hud announcements to be scaled above 100%.
Adjusted weapon bar default opacity settings.
Don’t show redeemer on weapon bar when don’t have it.
Shrink quick chat bar a bit and don’t cover the whole screen in smoke.
Added HUD shake on weapon fire. Removed the XY screenshake from shock and sniper.
Turn off HUD mini quick info by default.
Spectator slide-out no longer shows players that are ineligible for viewing by the local player (e.g. enemy team when spectating because out of lives)

Announcements

Generalized ability for local messages to cancel voice announcement client-side when about to play due to changed game conditions.

Hubs

Hubs now support custom naming of a game.
Added FlagRun Coop vs AI ruleset.
Siege PVE prototype game now available as hub ruleset.
Removed BigDM and iDM rulesets.
Added RequireFull option for matches to require all players to join before match will start.
Added a „Allow Bots“ check box to the match creation screen.
Smoothed out joining matches on a hub.
Matches that are still „launching“ are now displayed
You can now join a match that is in the process of launching
Everyone gets the StartMatchWindow if they can’t go directly into the game
Fixed players cannot back out of an Instance once the hub lobby has been shut down.
Fixed crash issue for custom matches using lots of mutators.
Fixed the custom setup dialog to be cleaner in terms of presentation
Don’t show active matches on the hub list for password protected hubs to prevent various exploits to bypass passwords.
Return to hub, not main menu, if decline custom content loading when trying to enter a hub match.
Only fill DM games with empty slots up with up to 5 bots rather than 8.

Effects and Rendering

New prototype health and armor pickups
First person flag pickup effect.
Sheen effect on pickups.
Set fixed bounding boxes on a bunch of particle effects to improve performance.
New materials with customization support for Sniper Rifle, Flak Cannon, Link Gun, and Rocket Launcher.

Mod Support

Add NotifyPlayerDefaultsSet so that blueprint game mods know when the inventory has been given out.
Expose config file writing to mods. All goes to Mod.ini, user selected sections and keys.
Better access to UMG based HudWidgets for blueprint.
Added a hud event BeforeFirstFrame which is called directly before the first frame is rendered and only then.
Fixed bug where blueprint referenced objects were cleaned up or not async loaded, which caused a bunch of Elimination crashes.

FlagRun

Increased XP awarded for FlagRun games.
Flag carrier is always pinged when he kills an enemy, even if not in target’s view at time of shot.
Added early incoming warning support, so can get incoming warnings before enemy FC penetrates inner base.
Adjustments to undefended route notifications.
Give players locker weapons on spawn in FlagRun.
Play incoming warning in warning zones if FC is pinged in zone.
Increased priority of door rally message.
Decreased priority of terminated message.
Cancel speaking some obsolete callouts (get the flag after flag is picked up, and need rally after rally starts).
Repeating alarm while flag held inside defender base.
Sniper call out when teammate is targeted by enemy sniper who also has line of sight to you.
New round highlights added.
Now have end of match highlights for FlagRun.

Challenges

Updated gold star challenges to include FlagRun challenges and some of the Chill and Underland challenges, retired some old challenges, and adjusted the higher tier unlock levels.

Animations

Weapon animation overhaul (Enforcer, Link Gun, Flak Cannon, Rocket Launcher, Sniper Rifle, Lightning Rifle, and Shock Rifle).
New positioning.
New firing and idle animations.
New animations to support player movement feedback.
Improvements to how direction change anims are triggered with leans on consecutive direction changes and under certain speeds.
Changed rules from stop transition back to moving.

Networking

Significant improvements to hitscan registration.

Bots and AI

Fixed AI incorrectly thinking they are in a spawn protected area in some situations (fixes offense AI issues in FR-Loh).
Improved bot pickup detour handling, especially when near other bots.
Fixed various cases of bots not being aware of enemies picking up certain items.
Fixed a pathing issue on DM-Sand.
Improved bot sniping behavior and added AI logic for lightning rifle.
Improved AI behavior with suppressive weapons (spam at enemy’s last seen location even if AI heard them elsewhere).
Fixed bots sometimes crowding the flag carrier at the attacker spawn in flag run.
Fixed bots having wrong focus when on a jump pad if they aren’t actively engaged with an enemy.
Fixed rare issue of bots pathing incorrectly to a jump pad on a different floor than they are currently on.
Improved behavior of bots that are charging an enemy and successfully reach them without combat being resolved
Fixed sniper weapons not being flagged as such for the AI.
Bot skill encoded into their ping as 90 – 10*skill.
Fixed bots defending FC in CTF getting indecisive/confused if the enemy flag carrier has been recently detected.
Fixed bot attack/defend assignments when a bot normally on defense happens to pick up the enemy flag.
Fixed missing water navigation in DM-Underland.

Pre-Match and Post-Match

Lineups enabled for all game modes.
End of match freeze projectiles and effects in all game modes.
Regular CTF halftime works more like a FlagRun intermission.
Add spectator cameras as fallbacks to the initial loading view system.

Kicking and Banning

Improved idle detection implementation.
Reset idle on new player on join so late joining player doesn’t get kicked for idling.
Added a 10 second grace period where players who were not idle at the end of the last match are guaranteed a slot via prelogin.
Kick Vote % is recovered when the PRI rebuilt to keep players from clearing a kick vote in progress by reconnecting.
Fixed admin bans.
Fixed bans and kicks not always getting their message to the client before the client shuts down.

Basic Training

UI

Simple UI to join LAN games. Detected LAN matches now show up on main page of UI.
Duck the menu music when web announcement is playing.
Clear out announcements when the menu closes.
Fixed panels not getting cleaned up when menus closed.
Added code to flush the input stack when a movie finishes loading.
Fixed issues with UI losing focus when alt-tabbing in and out of game.
Fixed Social Bing notification updating after sending or accepting friend requests.
Added a tally of stars to the MCPProfile so that the backend can access it for the player card.
Updated matchmaking dialog.
Fix for a crash if viewing a player card offline.

Misc. Gameplay

Parties

Fixed matchmaking dialog not going away for party members if the leader cancels.
Don’t quit hub lobby if you hit join party.
Updated same server check for party server transfer to exclude cases when you are a spectator and should get converted to regular player.

Warm Up

Reduced Quickmatch max warm up to 2 minutes, Hub match max warmup to 3 minutes.
Warm up lasts only 60 seconds for LAN servers and quickmatch or hub games that have already completed one match.
Quickmatch will start with just 1 human player at end of warmup.
Regular hub matches will start with 2 human players, except for competitive game modes that don’t allow join in progress, which require a full complement of players.

Ranked matches also require a full complement of players to start.
No longer have per gamemode/URL controlled MinPlayersToStart property.
Fixed some impact effects not vanishing on transition between rounds and from warmup to game start
Warm up notification on HUD.

Replays

Fixed stale announcements playing at the start of a FlagRun instant replay.
Chat support during instant replay.
Added „Instant Replay“ to instant replay HUD.
Fixed destroyed level actors not being handled properly for replays when starting from a checkpoint.